Since this is my first tutorial, please feel free to add things you think I missed. Anyways to get on with my tutorial...
So you are wanting to get your sound/music in Civ4? Well look no further, because here are the answers!
STEP 1
Before you can do anything, you have to find those files! Go into the Firaxis folder within your Program Files, and then open up your Assets folder (for Warlords, go into Warlords and open up its Assets folder). Then go into the XML foldor, and then Audio. You will find a few files. Notice that there is a Audio2DScripts file and a Audio3DScripts file. The Audio3DScripts file is meant for ambience, such as birds, as well as unit commands. If you are wanting to do something with this file, you will have to combine it with the Civ4 one, as only the edited/added Warlords files seem to be in it. This file will also interact with the soundscapes file which gets a bit more complicated. But we will be talking mostly about the Audio2DScripts XML file. You will also notice a file named AudioDefines. Copy the files you need to your own mod folder.
STEP 2
Open up the AudioDefines2D XML file. You can use XMLSpy, or just plain ol' Notepad if you want. Notice it has a lot of techy writing. This is because these files are XML encoded and will tell Civ4 what to do. You should copy this:
Most of this code is basically already there, but you will need to fill in the (YOURSOUNDHERE) spots, and change the <SoundType>. These are the following sound types:
GAME_SFX = For various sound effects. Usually used with errors, movies, and ambience.
GAME_MUSIC = Used with music for the game, including Opening Menu Themes and diplomacy themes.
GAME_SPEECH = Used with technologies, and other things involving speech like the tutorials sound files.
STEP 3
Now that your audio tags are basically done, you will need to define them. Go into the AudioDefines XML file. You should copy this:
Again, fill in the (YOURSOUNDHERE)s. You will notice that in the second column it is asking for a destination. In your mod folder place your sound file wherever. As long as you define the destination (ex:Sounds/Soundtrack/OpeningMenu), then your sound should work. Remember that you only need to start from within your assets, so make sure NOT to put something like "C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Warlords/Assets/Sounds/Soundtrack/OpeningMenu". And remember that you don't need to label it as a mp3, or wav, you just need to label its name! Remember to make sure your sound file is the same name as what you labeled it as.
STEP 4
Now you have to decide what you want your sound for. If you want it for a diplomacy theme, let's say Louis, then you will have to add more files to your mod folder. For diplomacy themes, the music integration is located in the XML file called CIV4LeaderHeadInfos. For a technology quote you will have to go into CIV4TechInfos, and so on. Remember not to edit the original XML files, as this will ruin the original game for you!
If you have questions please post.
So you are wanting to get your sound/music in Civ4? Well look no further, because here are the answers!
STEP 1
Before you can do anything, you have to find those files! Go into the Firaxis folder within your Program Files, and then open up your Assets folder (for Warlords, go into Warlords and open up its Assets folder). Then go into the XML foldor, and then Audio. You will find a few files. Notice that there is a Audio2DScripts file and a Audio3DScripts file. The Audio3DScripts file is meant for ambience, such as birds, as well as unit commands. If you are wanting to do something with this file, you will have to combine it with the Civ4 one, as only the edited/added Warlords files seem to be in it. This file will also interact with the soundscapes file which gets a bit more complicated. But we will be talking mostly about the Audio2DScripts XML file. You will also notice a file named AudioDefines. Copy the files you need to your own mod folder.
STEP 2
Open up the AudioDefines2D XML file. You can use XMLSpy, or just plain ol' Notepad if you want. Notice it has a lot of techy writing. This is because these files are XML encoded and will tell Civ4 what to do. You should copy this:
Spoiler :
<Script2DSound>
<ScriptID>AS2D_(YOURSOUNDHERE)</ScriptID>
<SoundID>SND_(YOURSOUNDHERE)</SoundID>
<SoundType>GAME_SFX</SoundType>
<iMinVolume>80</iMinVolume>
<iMaxVolume>80</iMaxVolume>
<iPitchChangeDown>0</iPitchChangeDown>
<iPitchChangeUp>0</iPitchChangeUp>
<iMinLeftPan>-1</iMinLeftPan>
<iMaxLeftPan>-1</iMaxLeftPan>
<iMinRightPan>-1</iMinRightPan>
<iMaxRightPan>-1</iMaxRightPan>
<bLooping>0</bLooping>
<iMinTimeDelay>0</iMinTimeDelay>
<iMaxTimeDelay>0</iMaxTimeDelay>
<bTaperForSoundtracks>0</bTaperForSoundtracks>
<iLengthOfSound>0</iLengthOfSound>
<fMinDryLevel>1.0</fMinDryLevel>
<fMaxDryLevel>1.0</fMaxDryLevel>
<fMinWetLevel>0.0</fMinWetLevel>
<fMaxWetLevel>0.0</fMaxWetLevel>
</Script2DSound>
<ScriptID>AS2D_(YOURSOUNDHERE)</ScriptID>
<SoundID>SND_(YOURSOUNDHERE)</SoundID>
<SoundType>GAME_SFX</SoundType>
<iMinVolume>80</iMinVolume>
<iMaxVolume>80</iMaxVolume>
<iPitchChangeDown>0</iPitchChangeDown>
<iPitchChangeUp>0</iPitchChangeUp>
<iMinLeftPan>-1</iMinLeftPan>
<iMaxLeftPan>-1</iMaxLeftPan>
<iMinRightPan>-1</iMinRightPan>
<iMaxRightPan>-1</iMaxRightPan>
<bLooping>0</bLooping>
<iMinTimeDelay>0</iMinTimeDelay>
<iMaxTimeDelay>0</iMaxTimeDelay>
<bTaperForSoundtracks>0</bTaperForSoundtracks>
<iLengthOfSound>0</iLengthOfSound>
<fMinDryLevel>1.0</fMinDryLevel>
<fMaxDryLevel>1.0</fMaxDryLevel>
<fMinWetLevel>0.0</fMinWetLevel>
<fMaxWetLevel>0.0</fMaxWetLevel>
</Script2DSound>
Most of this code is basically already there, but you will need to fill in the (YOURSOUNDHERE) spots, and change the <SoundType>. These are the following sound types:
GAME_SFX = For various sound effects. Usually used with errors, movies, and ambience.
GAME_MUSIC = Used with music for the game, including Opening Menu Themes and diplomacy themes.
GAME_SPEECH = Used with technologies, and other things involving speech like the tutorials sound files.
STEP 3
Now that your audio tags are basically done, you will need to define them. Go into the AudioDefines XML file. You should copy this:
Spoiler :
<SoundData>
<SoundID>SONG_(YOURSOUNDHERE)</SoundID>
<Filename>(YOURSOUNDSLOCATION)</Filename>
<LoadType>STREAMED</LoadType>
<bIsCompressed>1</bIsCompressed>
<bInGeneric>1</bInGeneric>
</SoundData>
<SoundID>SONG_(YOURSOUNDHERE)</SoundID>
<Filename>(YOURSOUNDSLOCATION)</Filename>
<LoadType>STREAMED</LoadType>
<bIsCompressed>1</bIsCompressed>
<bInGeneric>1</bInGeneric>
</SoundData>
Again, fill in the (YOURSOUNDHERE)s. You will notice that in the second column it is asking for a destination. In your mod folder place your sound file wherever. As long as you define the destination (ex:Sounds/Soundtrack/OpeningMenu), then your sound should work. Remember that you only need to start from within your assets, so make sure NOT to put something like "C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Warlords/Assets/Sounds/Soundtrack/OpeningMenu". And remember that you don't need to label it as a mp3, or wav, you just need to label its name! Remember to make sure your sound file is the same name as what you labeled it as.
STEP 4
Now you have to decide what you want your sound for. If you want it for a diplomacy theme, let's say Louis, then you will have to add more files to your mod folder. For diplomacy themes, the music integration is located in the XML file called CIV4LeaderHeadInfos. For a technology quote you will have to go into CIV4TechInfos, and so on. Remember not to edit the original XML files, as this will ruin the original game for you!
If you have questions please post.